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Re: [Gnash-dev] AGG renderer complete


From: Markus Gothe
Subject: Re: [Gnash-dev] AGG renderer complete
Date: Tue, 31 Oct 2006 10:38:37 +0100
User-agent: Thunderbird 1.5.0.7 (X11/20060926)

I'll backport it for Udo...

//Markus

strk wrote:
> Good work Udo. I suggest you apply the new code to the 0.7.2 branch
> as well, it will be a magnet for bug reports ;)
> 
> --strk;
> 
> On Tue, Oct 31, 2006 at 10:09:35AM +0100, Udo Giacomozzi wrote:
>> Hi all,
>>
>>   my last commit to CVS (not 0.7.2 branch) implements all sorts of
>>   masks for the AGG renderer, including nested ones. With this one
>>   last change the renderer should support *everything* correctly,
>>   except for the yet missing video support.
>>
>>   There is a known issue with adjacent shapes not being perfectly
>>   rendered (only for the anti-aliasing pixels), but it's only visible
>>   in some rare cases.
>>
>>   However, all gradients, gradient overflows, transformations, curves,
>>   sub-shapes, masks, glyphs, outlines, cursors..... should be rendered
>>   correctly. In the case of masks it may support even more than the
>>   Flash plugin does (for example, text boxed are masked, while Flash
>>   simply does not render them at all when they're under a mask and
>>   AFAIK dynamic text does not work as a mask, while Gnash allows it),
>>   however outlines have been explicitely disabled inside a mask, to
>>   be compatible with Flash.
>>
>>   The renderer uses damn much templates (note the AGG render handler
>>   is my first c++ code I wrote ever) and this probably results in a
>>   very bloated machine code. But it's a good thing because it speeds
>>   up rendering (specializations for many situations).
>>
>>   Anyway, the AGG renderer re-implements many parts of the rendering
>>   process. First of all, it skips the tesselator. So, if you notice
>>   any errors while rendering that work with other renderers, please
>>   let me know.
>>
>>   Otherwise I'll see to optimize the code a bit (possibilities noted
>>   in the code) and have a look at the ActionScript classes because
>>   there is certainly a lot left to do ;)
>>
>> Udo
> 
> 
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